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[D&D Design Discussion] Preserving the "Sweet Spot"
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<blockquote data-quote="jmucchiello" data-source="post: 2994258" data-attributes="member: 813"><p>But I say this thread is a quintessential low-magic complaint thread. You just complain later then most since you can handle invisibility and fly. The low-magic complaint threads also nash their teeth on the evils of teleport, plane shift, raise dead and commune. </p><p></p><p>(Once again this is no indictment or finger waggling pomposity. There's nothing wrong with low-magic. I'm just trying to get you to see that all you've done is move the cutoff point for when magic becomes too much for you.)</p><p>You haven't proven to me that 9th level is past the "sweet spot". I say it stays sweet through to 30th level. In fact, it's somewhat bland before 10th level as compared to after 10th level.</p><p>Huh? LOTR has no D&D rogue for whom a lock is beneath him. Which door do you refer to here? My Tolkein-fu is minimal.</p><p>No, I didn't miss the point. You can have all the dramatic obstacles you like. But when the characters are 20th level. Don't use a locked door for this purpose. Afterall, not only do the locks not stop the thief, but the wizard can passwall, dim door, teleport without error. The cleric can stone shape. And quite frankly, the fighter should be able to shoulder the door if you want a really heroic effect. </p><p>Gee, I thought I had a rep for being like 90% gamist. I don't see that the game is broken. You do. That is our disconnect. Until you can convince me that teleport, commune, and the rest of the 5th level spells you have a problem with but that I've never had a problem with for 25 years are <em>supposed</em> to sour the game for me, we can't speak the same language.</p></blockquote><p></p>
[QUOTE="jmucchiello, post: 2994258, member: 813"] But I say this thread is a quintessential low-magic complaint thread. You just complain later then most since you can handle invisibility and fly. The low-magic complaint threads also nash their teeth on the evils of teleport, plane shift, raise dead and commune. (Once again this is no indictment or finger waggling pomposity. There's nothing wrong with low-magic. I'm just trying to get you to see that all you've done is move the cutoff point for when magic becomes too much for you.) You haven't proven to me that 9th level is past the "sweet spot". I say it stays sweet through to 30th level. In fact, it's somewhat bland before 10th level as compared to after 10th level. Huh? LOTR has no D&D rogue for whom a lock is beneath him. Which door do you refer to here? My Tolkein-fu is minimal. No, I didn't miss the point. You can have all the dramatic obstacles you like. But when the characters are 20th level. Don't use a locked door for this purpose. Afterall, not only do the locks not stop the thief, but the wizard can passwall, dim door, teleport without error. The cleric can stone shape. And quite frankly, the fighter should be able to shoulder the door if you want a really heroic effect. Gee, I thought I had a rep for being like 90% gamist. I don't see that the game is broken. You do. That is our disconnect. Until you can convince me that teleport, commune, and the rest of the 5th level spells you have a problem with but that I've never had a problem with for 25 years are [i]supposed[/i] to sour the game for me, we can't speak the same language. [/QUOTE]
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